Another strange behavior, sometime there are weapons drops with 0% maximum durability but their status is around 70-99% so they are usable they just can't be repaired when they get damaged.

Most likely weapons that were given to enemy in map editor before 7609, so they don't have max repair level set correctly.
You can use local mechanics to repair such weapons.

Quote:

I don't know if this is a feature or not, but when a merc wear a backpack all enemies will see him much further like he get a camo penalty, if this is a feature it should atleast be stated in the advances properties page of the backpack.

It's not a feature of backpack but feature of 1.13 sight system.
Ja2_options.ini

; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
COVER_SYSTEM_LBE_EFFECTIVENESS = 50

I can't really seem to understand the camo either. I had one of my IMP mercs wear guillie on head and chest but still only got 5% camo. When I first applied it to him he reached 70% or something but it then decreased to 5% for some reason I can't understand

Most likely weapons that were given to enemy in map editor before 7609, so they don't have max repair level set correctly.
You can use local mechanics to repair such weapons.

Yes, that's what i'm doing.

Quote:

It's not a feature of backpack but feature of 1.13 sight system.
Ja2_options.ini

; Dual welding the longest sniper rifles with full attachements, having a third backup sniper rifle,
; one combat pack and one backpack will give a 50% (default) sight penalty with the default settings.
COVER_SYSTEM_LBE_EFFECTIVENESS = 50

Never noticed this feature, good to know, thank you.

massiive wrote on Sat, 21 January 2017 21:11

I can't really seem to understand the camo either. I had one of my IMP mercs wear guillie on head and chest but still only got 5% camo. When I first applied it to him he reached 70% or something but it then decreased to 5% for some reason I can't understand

Still my game progression don't give me access to guillie suits
the only complain with camo is that the displayed bonus is cumulative rather than display the higher camo like it happen on the latest 1.13 builds, but even so terrain camo seem to be applied correctly.
So let's say your camo is 60% you may have 20% wood, 20% desert and 20% urban so your real camo on every surface is 20% rather than 60%
But if you have 60% wood then your camo is 60% only on wood terrain and none on desert/urban.

the only complain with camo is that the displayed bonus is cumulative rather than display the higher camo like it happen on the latest 1.13 builds, but even so terrain camo seem to be applied correctly.
So let's say your camo is 60% you may have 20% wood, 20% desert and 20% urban so your real camo on every surface is 20% rather than 60%
But if you have 60% wood then your camo is 60% only on wood terrain and none on desert/urban.

In the next VR.exe release there will be patch that shows more information on camo, maybe it will help:Quote:

r7791: Enhancement: It is now possible to view detailed camo information on the map screen (mouse-over popup at the camo value) (by silversurfer)

Also, it's important to know that some items like lasers can reduce effective camo level, though in VR it should apply only when weapon is raised.
Also camo limit works different from stock 1.13 - only camo from kits is limited to 20% (representing that it's only applied to face and hands), so you can still get max camo (more than 80%) from full ghillie suit.
Another change is that camo from kits will slowly be removed when merc is crawling.

I am really enjoying this mod. I'm having a couple small issues. Sometimes when adding attachments and gear using the mouse click instead of drag and drop, I get a game breaking "NADA" in red letters. Works fine however if I just drag and drop items. I'm also having a hard time finding missions to do. I've searched everywhere for the agency rebel hideout with no luck. Is it the same area where Carlos is in 1.13 (found that), Or am I looking for something different? Lastly, I have taken Drassen and Onegro, and BobbyRays still hasn't changed their inventory. As in earlier posts, no smg, sniper, heavy...... I had put in awesome quality/quantity with super fast progression. And to the guys making these mods, you are doing GODs work, you are awesome!

BTW having possibility to train militia in Omerta would be more then welcomed. From strategic perspective the city is important in terms of northern communication axis, which is regularly disrupted and in order to re-establish it over and over I need resend there my mercs or to prevent it a team of mercs must station in the city. Is the second option deliberated? In fact in 2 of 4 for sectors of Omerta in tactic mode there are rebels which in fact is a kind of militia, but not available from strategic level. So why not to train militia and avoid this boring repeating tactical battles in southern part of Omerta?

I found a relative to Ivan (lovely touch btw and nice stats!) Iliev. I recruited him but his uniform is freaking out. I get the notification that he is wearing a dishonorable uniform and it starts spamming to the left of the screen. I did change his uniform but get the same thing anyway. His name is red also and not white as the other mercs.

It seems like the Militia, which were spawned due the campaign getting respawned. Friendly & Bad ones. Seen in A10 & B10 with friendly ones and in H13 in Alma Headquarters. If you have no MERCS in there and go from strategical into tactical they start to fight with your recruited militia and take instant the sector so your loyalty & income drops. If you go with MERCS into tactical in H13 they start to fight with my militia and end up getting crushed. Of course i cleaned the sector from them but they getting respawned.

Don't you have to 'break open' boxes into magazines before loading them? Either way it's not good it's causing that crash.

You can take a box and apply it to a gun and the game will automatically create magazines of the appropriate size and place them in the merc's inventory. Maybe Sevenfm hasn't incorporated a fix for magazines yet that Flugente implemented in the 1.13 dev code. IIRC there was a problem that the game couldn't figure out the correct mag size and crashed.

If you are trying to take the clothes of the enemy you get only his army trousers, cant disguise myself as a soldier but as a civilian.

You cannot take vest/pants from enemy if this part of clothes was damaged by bullet or hit.
To disguise as a soldier you need to wear clothes of the colors that enemy soldiers use.
To disguise as civilian you can wear any colors that soldiers don't use.

The mod includes several tanks all over the map, on the roads, in cities and at least at a Sam site (south of Salinas). You can avoid them to some extend, but fighting them is quite tedious at this time, as they are very deadly, and (here is my point) you don't loot antitank stuff on the maps and on the bodies. After taking the upper half of the map and visiting every sector, i found only one LAW. With BR not selling any heavy weapon, dealing with tanks is a chore.
The player should have more weapons to deal with that menace.
This issue is causing me to stand down a bit, i don't have the will to loose too much of my men on the last tank i met or savescum and use tricks to get it down.

Talking about covert ops the people on that complex (hale and burton) will get mad if mouse go there at night, but will not attack her.
here is a small example:

As far as I understand this feature, covert operations should work only with enemy team, and H&B are civ team so something doesn't work correctly.
This looks like stock 1.13 bug of how hostile civilians see covert mercs, not related to VR.

In H9 (Salinas) I found "creature cocktail" described as "AXED". Haven`t used this grenade so far...
In K4-1 (Orta basement) I found interesting weapon called "creatures queen spit" I`m afraid it had only 7 rounds of 50 and so far haven`t found more ammo ;)
In other sector in Salinas there is entrance to a mine. The mine had entrance to creatures queen lair, but despite a few items in the caves there were no single monster or queen. Just boring trip for a team.

I've had a few issues with latest files above - Noveske Leonidas - accepts 5.56mm adapter - I guess instead of trigger group (90mag doesn't exist which lead to crash while trying to make ammo from boxes). Also rifle sling disappears after attaching to the gun (this might be caused by the first issue).

MOLLE items with more then 4 slots are fully functional only in tactical view at a merc inventory. In the sector inventory only 4 attachments are possible. Figured it out by accident after many days of playing...

************************************
*I. Thanks a lot for the great mod!*
************************************

II. Report of my testing (while highly enjoying) so far:

1. settings: Expert; Tons of guns; BR normal/normal; Item choices = very slow
2. Day 6; Progress 35/32; all mines at 50%; Doran in process of liberation (some heavy weapons there, as usual)
Decided to go to Doran, because its clearly seen - Salinas has no income+lot of sectors to defend = not a target at this stage
3. Didn't notice TNT is a merchant, so his is now a team member
4. Bugs (or features) noticed (so far):

A. In San Mona (C5) got a hot "welcome" from unknown fraction and Kyle is not there, so after completing Maria's quest got the deed, but nobody ask for it. Kyle's no longer around we may try and remove the deed element altogether in future builds - Hawkeye

B. D5 - prepared for the first fight, gave the money for a bet and... fight started, but gunfight )
(C5 was cleared from KP's people before that, so I expected to battle when I enter the sector)

C. When I was in army, my "military jeep" (UAZ-469B, actually) was capable to transport 7 man without problems (and some more if it's a must) )

D. This one is a pain in the .. - Cobra!
more than 80% of the time when saying something in a battle, there is CTD. Checked all the logs - nothing suspicious...

Thanks for the down low, adim, Cobra's facegear and camo needs fixing as do a number of Deadly Game Mercs and RPC's.

The Angel Maria quest has changed since Vanilla, and Kyle has moved on, actually the whole deeds thing shouldn't be available anymore but Maria can be recruitable if you reunite her with Angel once more.

The Jeep's capacity is currently 4 as there's not a whole lot of room in a 70's Wrangler especially with the kind of kit out JA mercs carry. Perhaps your UAZ is a bit more roomier with a more luggage space at the back, or maybe you never shared it with dudes as big as Grizzly or Bull.